My thoughts on Star Marine.
First off, I am enjoying myself to the fullest. So this may be a bit biased.
Secondly,
Grenades still need some work. I fully understand the “grab from belt/pull pin” animation and that they will not just pop out from you akin to battlefront. If I cook a grenade though, I am holding a live grenade and counting, when I release the key that thing should fly, I should be launching that thing. I think the velocity at which the grenades leave the player need to be much faster. I also think the delay from releasing the key to the grenade throw/spawn needs to be much less in the situation of cooking.
It is odd, grenades seem to work as I would expect them to in Arc Corp but work shit in SM matches.
Animations are on point in my mind, All I would say is a bit of work is needed on the vault/mantle. Not the animation itself but the different areas it can be used. The animations themselves though are amazing. The only thing I would say is the flinch from being shot is overwhelming and doesn't allow you to respond. I'd say tone it down a tad so firefights can be more about skill in aiming for the head and less about who shoots first to make the other flinch.
Gun sounds are all over the place, 3d ricochet's are all over the place, the footstep audio positioning seems decent though the actual sound is horrid. I don't want to wear tin space boots.
The Radar seems all over the place as myself and another tested in a private match, I am sure it is still being worked on and tweaked. A few times I would be perfectly still and he would either run or gun or both, I would see him but he would also see me, even when he was in space and I was inside. Seems a tweak is in order...
Other than that, I am having an absolute blast with Star Marine. Flaws and all. Oh yeah, and the lag spikes suck but netcode, for lack of a better word, is always a n ongoing challenge.
TenThousand1
P.S. not a fan of reddit so not used to the formatting.
Submitted December 18, 2016 at 02:39AM by TenThousand1 http://ift.tt/2hHNyWq
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